Someone mentioned no heavy gauss, doesn't the Dragon use one of those? Pretty sure saw some art of one passing by.
Someone mentioned no heavy gauss, doesn't the Dragon use one of those? Pretty sure saw some art of one passing by.
Sorry, read gauss as guns.
Heavy gauss gets introduced later on, but the gauss rifle is available.
Also regular Dragon doesn't carry anything bigger than AC5.
Grand Dragon carries a PPC so i expect it's right arm to be beam only.
Last edited by RazoR; May 14 2012 at 10:51:16 PM.
AC5, hmm, thats good deal less impressive. I guess I'll have to do away with what little MW4 knowledge I have.
While MW4 had arguable but good balance it still was off the canon.
The nice thing about it being a real time game is that they can adjust the RoF to make the AC/5 worthwhile. In the board game it has some utility as a long range low heat weapon, and a fast firing low heat long range gun could see some use.
No idea about an AC/2 though. Only good for shooting down planes and as infantry field guns.
Infernos would be neat too, they were always sort of a risky move. You could cause massive heat to the enemy (+15 is the cap for outside heat sources, not just inferno heat), but at the same time you had to check for more ammo explosions at lower heat levels, making riding the heat curve quite dangerous.
No, it's not.
But it's a LOT closer to TT than it is to the Mechwarrior games.
Ranges, for example, are exact to TT canon, which are shorter than MW ones. 630m for LRMs for example.
Weights are TT values, not MW ones. Which are HUGELY different on many weapons.
I'm not saying it'll all be the same ofc, but it's something to bear in mind.
Last edited by Alex Caine; May 15 2012 at 06:27:15 AM.
TT advanced technology is way too powerful so i expect clan double heatsinks to be like IS DHS and IS DHS to be somewhere not far behind.
Last edited by RazoR; May 15 2012 at 11:51:33 AM.
Having no knowledge of TT, how is clan tech way more powerfull there?
I'm sort of hoping that they have the clan stuff as stupid overpowered as it is in TT but reduce the number of people that can be on a clan team so the IS team can outnumber them by 2:1 or whatever ratio depending on map and how powerful the clan stuff is. The reason I want that is so you'd have to use different tactics when fighting clanners as you would fighting IS guys. That way it would be more interesting and it wouldn't get as boring as WoT.
Maybe different clans have different unit limits balanced against how good the stuff they have access to or whatever. might be cool.
Clan stuff almost always has longer range, hits harder, generates less heat, weighs less, is less likely to break or any combination of the above. Also clan mechs are just flat-out better in their weight classes with a few exceptions.
Also I think they get CASE earlier than IS? is that right?
Last edited by Paradox; May 15 2012 at 12:18:56 PM.
You forgot, they also got no Minimum ranges (exception is Gauss Rifle only)
For campaigns, Omni Mech's are faster and cheaper to repair.
Can swap from one config to any of the others in matter of hours.
While non-omni mechs takes days, up to weeks in some cases.
Downside is, a Omnimech chassis is expensive as fuck.
So in TT there are no downsides to clan tech except for cost and rare/hard to replace.
As I mentioned only experienced MW4 (and MW2 when I was so young it doesn't really count) and there Clan wasn't so clear cut superior but you'd still end up using mostly that for most of the game. Only thing I figured was IS tech has more endurance (in MW4) but due to clan alpha that never came into play.
Last edited by Torashuu; May 15 2012 at 01:25:49 PM.
Clan tech guns are lighter and take less slots, with energy weapons doing a little more damage. They also have smaller DHS so can sink heat better. However, their max armor is the same and most of the invasion omnimechscare under armored, over gunned, and otherwise significantly short of optimized. Stormcrow, t-wolf, and d-wolf are notable exceptions.
A smaller clan team or some sort of zellbrigen system could balance it, until the IS gets some tasty clanner salvage.
Clan tech guns are lighter and take less slots, with energy weapons doing a little more damage. They also have smaller DHS so can sink heat better. However, their max armor is the same and most of the invasion omnimechscare under armored, over gunned, and otherwise significantly short of optimized. Stormcrow, t-wolf, and d-wolf are notable exceptions.
A smaller clan team or some sort of zellbrigen system could balance it, until the IS gets some tasty clanner salvage.
Red on black triple CUAC20 Daishi tbh.
its worth remembering that the clans are pants-on-head-retarded when it comes to fighting actual wars.
see Zellbringen and their practice of "YOU'RE LIKE 40! OLD MAN GO SUICIDE RUSH A BATTLEMECH WITH THIS RUSTY KNIFE!"
also, CASE is 2750 technology and the epitome of fucking pointless much of the time.
who the fuck cares if the ammo explosion is confined to a single torso section when a XL engine takes up space in all torso sections ? a ammo blow-out is a dead mech regardless, and its 0.5 tons of armor you're not using to protect your mech that way.
its only useful when using Standard or light engines on IS mechs, as a torso blow-out on a IS XL engine is a engine blow-out as well. (3 engine hits and you're dead pretty much, and the IS XL puts three engine slots in each side torso)
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